package com.example.java_gobang.api;

import com.example.java_gobang.game.*;
import com.example.java_gobang.model.User;
import com.example.java_gobang.model.UserMapper;
import com.fasterxml.jackson.core.JsonProcessingException;
import com.fasterxml.jackson.databind.ObjectMapper;
import jakarta.annotation.Resource;
import org.springframework.beans.factory.annotation.Autowired;
import org.springframework.stereotype.Component;
import org.springframework.web.socket.CloseStatus;
import org.springframework.web.socket.TextMessage;
import org.springframework.web.socket.WebSocketSession;
import org.springframework.web.socket.handler.TextWebSocketHandler;

import java.io.IOException;

@Component
public class GameAPI extends TextWebSocketHandler {
    private ObjectMapper objectMapper = new ObjectMapper();

    @Autowired
    private RoomManager roomManager;

    @Autowired
    private OnlineUserManager onlineUserManager;

    @Resource
    private UserMapper userMapper;

    @Override
    public void afterConnectionEstablished(WebSocketSession session) throws Exception {
        GameReadyResponse resp = new GameReadyResponse();
        //1.先获取到用户的身份信息（从HttpSession你拿到当前用户的信息）
        User user = (User) session.getAttributes().get("user");
        if(user == null) {
            resp.setOk(false);
            resp.setReason("用户尚未登录");
            session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
            return;
        }

        //2.判定当前用户是否已经进入房间
        Room room = roomManager.getRoomByUserId(user.getUserId());
        if(room == null) {
            //如果为空， 当前没有找到对应的房间，该玩家还没有匹配到
            resp.setOk(false);
            resp.setReason("用户尚未匹配到");
            session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
            return;
        }

        //判定当前是不是多开（该用户是否再其他地方登录游戏）
        // 前面准备了一个OnlineUserManager
        if(onlineUserManager.getFromGameHall(user.getUserId())!=null
            || onlineUserManager.getFromGameRoom(user.getUserId())!=null) {
            //如果一个账号， 一边是在游戏大厅， 一边是在游戏房间， 也视为多开
            resp.setOk(true);
            resp.setMessage("当前禁止多开游戏页面");
            resp.setMessage("repeatConnection");
            session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
            System.out.println("[GameAPI] : 当前禁止多开游戏页面 " + onlineUserManager.getFromGameHall(user.getUserId()) + " " + onlineUserManager.getFromGameRoom(user.getUserId()));
            return;
        }

        //4.设置当前玩家上线
        onlineUserManager.enterGameRoom(user.getUserId(), session);

        //5.把两个玩家加入到游戏房间中,
        // 当前这个逻辑是在 game_room.html页面加载的时候进行的
        // 前面的创建房间/匹配的过程, 是在game_hall.html页面中进行完成的
        // 因此前面匹配到对手之后, 需要经过页面跳转, 来到game_room.html 才算正式进入游戏房间
        // 执行到当前逻辑, 说明玩家页面跳转成功
        synchronized (room) {
            if(room.getUser1() == null) {
                //第一个玩家还未正式加入房间
                //就把当前连上 webSocket的玩家作为user1, 加入到房间中
                room.setUser1(user);
                //把先连入玩家作为先手方
                room.setWhiteUser(user.getUserId());
                System.out.println("玩家 " + user.getUsername() + " 已经准备就绪 作为玩家1");
                return;
            }

            if(room.getUser2() == null) {
                //如果进行到这个逻辑, 就说明玩家1已经加入房间, 现在要给当前玩家作为玩家2
                room.setUser2(user);
                System.out.println("玩家 " + user.getUsername() + " 已经准备就绪 作为玩家2");

                //当两个玩家都加入成功后, 就要让服务器给这两个玩家都返回webSocket的服务数据
                //通知这两个玩家说, 游戏双方都已经准备好了
                //通知玩家1
                noticeGameReady(room, room.getUser1(), room.getUser2());
                //通知玩家2
                noticeGameReady(room, room.getUser2(), room.getUser1());
                return;
            }
        }

        //6.此处如果又有玩家尝试连接同一个房间, 就提示报错
        //这种情况理论上不存在, 为了使程序更加健壮, 还是组哟一个判定和提示
        resp.setOk(false);
        resp.setReason("当前房间已满, 您不能加入房间");
        session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
    }

    private void noticeGameReady(Room room, User thisUser, User thatUser) throws IOException {
        GameReadyResponse resp = new GameReadyResponse();
        resp.setMessage("gameReady");
        resp.setOk(true);
        resp.setReason("");
        resp.setRoomId(room.getRoomId());
        resp.setThisUserId(thisUser.getUserId());
        resp.setThatUserId(thatUser.getUserId());
        resp.setWhiteUser(room.getWhiteUser());
        //把当前的响应数据传给玩家
        WebSocketSession webSocketSession = onlineUserManager.getFromGameRoom(thisUser.getUserId());
        webSocketSession.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
    }

    @Override
    protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
        //1.先从 session 里拿到当前用户的信息
        User user = (User) session.getAttributes().get("user");
        if(user == null) {
            System.out.println("[handleTextMessage] 当前玩家尚未登录!");
            return;
        }

        //2.根据玩家id获取房间对象
        Room room = roomManager.getRoomByUserId(user.getUserId());
        //3.通过room对象来处理这次具体的请求
        room.putChess(message.getPayload());
    }

    @Override
    public void handleTransportError(WebSocketSession session, Throwable exception) throws Exception {
        User user = (User) session.getAttributes().get("user");
        if(user == null) {
            //此处就简单处理， 再断开连接的时候就不给客户端返回响应了
            return;
        }

        WebSocketSession existsSession = onlineUserManager.getFromGameRoom(user.getUserId());
        if(session == existsSession) {
            //加上这个判定， 目的是为了避免在多开的情况下， 第二个用户退出连接动作， 导致第一个用户的会话被删除
            onlineUserManager.exitGameRoom(user.getUserId());
            System.out.println("当前用户 " + user.getUsername() + " 连接房间异常！");
        }

        //通知对手获胜了
        noticeThatUserWin(user);
    }

    @Override
    public void afterConnectionClosed(WebSocketSession session, CloseStatus status) throws Exception {
        User user = (User) session.getAttributes().get("user");
        if(user == null) {
            //此处就简单处理， 再断开连接的时候就不给客户端返回响应了
            return;
        }

        WebSocketSession existsSession = onlineUserManager.getFromGameRoom(user.getUserId());
        if(session == existsSession) {
            //加上这个判定， 目的是为了避免在多开的情况下， 第二个用户退出连接动作， 导致第一个用户的会话被删除
            onlineUserManager.exitGameRoom(user.getUserId());
            System.out.println("当前用户 " + user.getUsername() + " 离开游戏房间！");
        }

        //通知对手获胜了
        noticeThatUserWin(user);
    }

    private void noticeThatUserWin(User user) throws IOException {
        //1.根据当前玩家, 找到玩家所在的房间
        Room room = roomManager.getRoomByUserId(user.getUserId());
        if(room == null) {
            //这个情况意味着房间已经被释放了, 也就没有对手了
            System.out.println("当前房间已经释放, 无需通知对手!");
            return;
        }

        //2.根据房间找对手
        User thatUser = (user == room.getUser1() ? room.getUser2() : room.getUser1());

        //3.找到对手的在线状态
        WebSocketSession webSocketSession = onlineUserManager.getFromGameRoom(thatUser.getUserId());
        if(webSocketSession == null) {
            //对手也掉线了
            System.out.println("对手也已经掉线了, 无需通知");
            return;
        }

        //4.构造一个响应, 来通知对手, 你是获胜方
        GameResponse resp = new GameResponse();
        resp.setMessage("putChess");
        resp.setUserId(thatUser.getUserId());
        resp.setWinner(thatUser.getUserId());
        webSocketSession.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));

        //5.更新玩家分数信息
        int winUserId = thatUser.getUserId();
        int loseUserId = user.getUserId();
        userMapper.userWin(winUserId);
        userMapper.userLose(loseUserId);

        //6.释放房间对象
        roomManager.remove(room.getRoomId(),room.getUser1().getUserId(), room.getUser2().getUserId());
    }
}
